[list_script_sound_pripyat]
pri_a28_ssu_to_actor_1
pri_a28_actor_to_ssu_1
pri_a28_ssu_to_actor_2
pri_a28_actor_to_ssu_2
pri_a28_ssu_to_actor_3
pri_a28_actor_to_ssu_with_heli_info
pri_a28_actor_to_ssu_without_heli_info
pri_a28_ssu_to_actor_5
pri_a28_center_to_colonel_3
pri_a28_colonel_to_center_3
pri_a28_colonel_strelok_out
pri_a28_actor_scene_end_when_strelok_dead
pri_a28_army_about_surge_1
pri_a28_army_about_surge_2
pri_a28_army_about_surge_3
pri_a28_army_surge_talk_1_first
pri_a28_army_surge_talk_1_second
pri_a28_army_surge_talk_2_first
pri_a28_army_surge_talk_2_second
pri_a28_army_surge_talk_3_first
pri_a28_army_surge_talk_3_second
pri_a28_army_about_evacuation_1
pri_a28_army_about_evacuation_2
pri_a28_army_about_evacuation_3
pri_a28_colonel_after_surge
pri_a28_signaller_after_surge_1
pri_a28_signaller_after_surge_2
pri_a28_colonel_to_center_1
pri_a28_center_to_colonel_1
pri_a28_colonel_to_center_2
pri_a28_center_to_colonel_2
pri_a28_colonel_instructions
pri_a28_colonel_actor_talk
pri_a28_colonel_cannot_wait
pri_a28_colonel_evacuation
pri_a28_colonel_about_heli
pri_a28_army_zombied_first
pri_a28_colonel_zombied_first
pri_a28_army_zombied_in_building
pri_a28_colonel_go_left
pri_a28_colonel_zombied_attack
pri_a28_evac_com_where_you
pri_a28_colonel_we_close
pri_a28_evac_com_cant_wait
pri_a28_colonel_will_time
pri_a28_colonel_ready_to_go
pri_a28_colonel_clear_the_deck
pri_a28_colonel_fire_will
pri_a28_army_what_is_that
pri_a28_strelok_dont_stop
pri_a28_army_its_here
pri_a28_strelok_run
pri_a28_army_confusion
pri_a28_evac_com_to_helicopter
pri_a28_colonel_close_by
pri_a28_actor_to_strelok
pri_a28_evac_com_ready
pri_a28_continuation
pri_a28_evac_com_scene_end_when_strelok_dead
pri_a28_evac_com_helicopter_run_time
pri_a28_actor_scene_end
pri_a28_strelok_go_over_anomaly
pri_a28_colonel_ok_go_here
pri_a28_evac_come_close
pri_a28_colonel_see_helicopter
pri_a28_medic_about_snork
pri_a28_colonel_about_snork
pri_a28_colonel_wait_actor
pri_a28_colonel_wait_actor_long
pri_a28_colonel_wait_actor_go
pri_a28_colonel_wait_actor_return

pri_a28_deimos_heartbeat
pri_a28_deimos_noise_sound

pri_a22_colonel_to_actor_need_talk
pri_a22_colonel_about_situation
pri_a22_colonel_about_rfi_and_lost_suad
pri_a22_colonel_give_task
pri_a22_actor_to_base_find_squad_member
pri_a22_base_to_actor_has_rfi_coordinates

pri_a17_recon_squad_talk_with_commander 
pri_a17_recon_squad_commander_order_hide1
pri_a17_recon_squad_commander_order_hide2
pri_a17_recon_squad_commander_ready_to_fire
pri_a17_recon_squad_actor_dont_hide
pri_a17_recon_squad_attack_now_
pri_a17_recon_squad_nice_shoot
pri_a17_recon_squad_order_to_check
pri_a17_recon_squad_monolith_ambush
pri_a17_recon_squad_sniper_out
pri_a17_monolith_preacher
pri_a17_recon_squad_after_monolith_clear
pri_a17_recon_squad_prapor_to_commander
pri_a17_recon_squad_commander_to_prapor

pri_a18_vano_hello
pri_a18_vano_fight
pri_a18_kovalskiy_guard
pri_a18_kovalskiy_squad
pri_a18_sokolov_hello
pri_a18_shelly_hello
pri_a18_sokolov_on_place
pri_a18_sokolov_fight
pri_a18_actor_report
pri_a18_monolith_pray

pri_a20_communication_with_recon_squad
pri_a20_recon_squad_attacked
pri_a20_colonel_talk_in_radio
pri_a20_colonel_ask_check_recon_squad
pri_a20_actor_report_about_squad
pri_a20_colonel_give_next_task_1
pri_a20_colonel_give_next_task_1_sentry_task
pri_a20_actor_about_next_task
pri_a20_colonel_send_reinforcement
pri_a20_colonel_send_reinforcement_a21_about_sentry
pri_a20_sokolov_with_garick_new_way_to_pripyat_1
pri_a20_sokolov_with_garick_new_way_to_pripyat_2
pri_a20_sokolov_with_garick_new_way_to_pripyat_3

pri_a20_actor_no_data
pri_a20_colonel_about_sentry
pri_a20_colonel_task_done

pri_a21_colonel_give_sentry_task 
pri_a21_colonel_base_about_sentry
pri_a21_colonel_lets_talk
pri_a21_actor_to_base_find_and_terminate_controller
pri_a21_actor_to_base_find_controller
pri_a21_base_to_actor_find_and_terminate_controller
pri_a21_base_to_actor_terminate_controller
pri_a21_actor_to_base_terminate_controller
pri_a21_sentr_crazy_1
pri_a21_sentr_crazy_2

pri_a25_freezer_knock
pri_a25_blow_up_door_peep
pri_a25_actor_all_doors_locked
pri_a25_kovalski_take_explosive

pri_b306_elevator_door_use
pri_b306_generator_start
pri_b306_generator_work

pri_a15_army_hide_weapon
pri_a15_sokolov_introduce
pri_a15_actor_need_talk_with_commander
pri_a15_sokolov_wonder
pri_a15_army_who_a_you
pri_a15_actor_introduce
pri_a15_actor_introduce_squad
pri_a15_zulus_wonder
pri_a15_sokolov_conjecture
pri_a15_army_joke
pri_a15_vano_speech_one
pri_a15_army_go_with_me
pri_a15_zulus_not_me
pri_a15_zulus_no_business_with_army
pri_a15_zulus_go
pri_a15_army_stop
pri_a15_actor_leave_him
pri_a15_army_leave
pri_a15_army_go
pri_a15_wanderer_about_actor

pri_b35_kovalski_calls_guide
pri_b35_rendevous_started
pri_b35_merc_leader_sighted
pri_b35_envoy_sighted
pri_b35_rendevous_in_process
pri_b35_rendevous_done
pri_b35_targets_lost_end
pri_b35_primary_target_down
pri_b35_secondary_target_down
pri_b35_primary_target_lost_end
pri_b35_secondary_target_lost_end
pri_b35_both_done_end

pri_b301_zulus_surrounded
pri_b301_zulus_hello_in_combat
pri_b301_zulus_after_fight

pri_b305_kirilov_glad
pri_b305_kirilov_what_happen
pri_b305_medik_talk_later
pri_b305_kirilov_ok
pri_b305_kirilov_about_strelok_1
pri_b305_actor_go
pri_b305_kirilov_about_garik_vano
pri_b305_actor_understand
pri_b305_kirilov_about_garik
pri_b305_kirilov_where_you_been
pri_b305_medik_in_freezer
pri_b305_army_what_freezer
pri_b305_kirilov_what_freezer
pri_b305_medik_excuse
pri_b305_kirilov_what_next
pri_b305_medik_dont_know_what_say

pri_b305_kovalskiy_news
pri_b305_kirilov_strange_signal
pri_b305_kovalskiy_ask_coordinates
pri_b305_kirilov_give_coordinates
pri_b305_kovalskiy_think_of_attack
pri_b305_actor_check_signal
pri_b305_kirilov_give_new_coordinates
pri_b305_kirilov_signal_lost
pri_b305_kirilov_signal_next_to_actor
pri_b305_actor_dont_see_anyone
pri_b305_kirilov_source_is_near
pri_b305_actor_it_is_underground
pri_b305_kovalskiy_attack_case_prepare

pri_b305_strelok_give_up
pri_b305_kovalskiy_who_are_you
pri_b305_strelok_introduse
pri_b305_actor_ask_about_burning_antenn
pri_b305_strelok_about_zone_destroying
pri_b305_actor_emission_starts
pri_b305_kovalskiy_talk_in_safe_place

pri_b305_actor_we_have_problems
pri_b305_kovalskiy_about_deal
pri_b305_strelok_about_heli
pri_b305_kovalskiy_about_anomaly_map
pri_b305_strelok_about_anomaly_randomize
pri_b305_actor_wondered
pri_b305_kovalskiy_wondered
pri_b305_strelok_how_to_get_away
pri_b305_actor_need_center_to_know
pri_b305_kovalskiy_let_center_know
pri_b305_kovalskiy_order_kirilov
pri_b305_kirilov_order_agree

pri_b303_dog_screaming

pri_a16_base_megaphone
pri_a16_base_alarm
pri_a16_base_relax

pri_a17_kovalsky_surge_phase_1
pri_a17_kovalsky_surge_phase_2
pri_a17_kovalsky_after_surge

labx8_crying


[pri_a22_colonel_to_actor_need_talk]
type = actor
path = characters_voice\scenario\pripyat\pri_a22_colonel_to_actor_need_talk
shuffle = seq
idle = 0,0,100

[pri_a22_colonel_about_situation]
type = npc
path = scenario\pripyat\pri_a22_colonel_about_situation
shuffle = seq
idle = 0,0,100

[pri_a22_colonel_about_rfi_and_lost_suad]
type = npc
path = scenario\pripyat\pri_a22_colonel_about_rfi_and_lost_suad
shuffle = seq
idle = 0,0,100

[pri_a22_colonel_give_task]
type = npc
path = scenario\pripyat\pri_a22_colonel_give_task
shuffle = seq
idle = 0,0,100

[pri_a22_actor_to_base_find_squad_member]
type = actor
path = characters_voice\scenario\pripyat\pri_a22_actor_to_base_find_squad_member
shuffle = seq
idle = 0,0,100

[pri_a22_base_to_actor_has_rfi_coordinates]
type = actor
path = characters_voice\scenario\pripyat\pri_a22_base_to_actor_has_rfi_coordinates
shuffle = seq
idle = 0,0,100

[pri_a17_recon_squad_talk_with_commander]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_talk_with_commander
shuffle = rnd
idle = 2,4,100

[pri_a17_recon_squad_commander_order_hide1]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_commander_order_hide1
shuffle = seq
idle = 3,5,100

[pri_a17_recon_squad_commander_order_hide2]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_commander_order_hide2
shuffle = seq
idle = 3,5,100

[pri_a17_recon_squad_commander_ready_to_fire]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_commander_ready_to_fire
shuffle = seq
idle = 3,5,100

[pri_a17_recon_squad_actor_dont_hide]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_actor_dont_hide
shuffle = rnd
idle = 8,20,65

[pri_a17_recon_squad_attack_now_]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_attack_now_
shuffle = seq
idle = 3,5,100
play_always = true

[pri_a17_recon_squad_nice_shoot]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_nice_shoot
shuffle = seq
idle = 3,5,100

[pri_a17_recon_squad_order_to_check]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_order_to_check
shuffle = seq
idle = 3,5,100
play_always = true

[pri_a17_recon_squad_monolith_ambush]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_monolith_ambush
shuffle = seq
idle = 3,5,100

[pri_a17_recon_squad_sniper_out]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_sniper_out
shuffle = seq
idle = 3,5,100

[pri_a17_monolith_preacher]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_monolith_preacher
shuffle = seq
idle = 3,5,100

[pri_a17_recon_squad_after_monolith_clear]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_after_monolith_clear
shuffle = seq
idle = 3,5,100

[pri_a17_recon_squad_prapor_to_commander]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_prapor_to_commander
shuffle = seq
idle = 3,5,100

[pri_a17_recon_squad_commander_to_prapor]
type = npc
npc_prefix = false
path = scenario\pripyat\pri_a17_recon_squad_commander_to_prapor
shuffle = seq
idle = 3,5,100



[pri_a20_communication_with_recon_squad]
type = npc
path = scenario\pripyat\pri_a20_communication_with_recon_squad
shuffle = seq
idle = 0,0,100

[pri_a20_recon_squad_attacked]
type = 3d
path = characters_voice\scenario\pripyat\pri_a20_recon_squad_attacked
shuffle = seq
idle = 0,0,100

[pri_a20_colonel_talk_in_radio]
type = npc
path = scenario\pripyat\pri_a20_colonel_talk_in_radio
shuffle = seq
idle = 0,0,100

[pri_a20_colonel_ask_check_recon_squad]
type = npc
path = scenario\pripyat\pri_a20_colonel_ask_check_recon_squad
shuffle = seq
idle = 0,0,100

[pri_a20_actor_report_about_squad]
type = actor
path = characters_voice\scenario\pripyat\pri_a20_actor_report_about_squad
shuffle = seq
idle = 0,0,100

[pri_a20_colonel_give_next_task_1]
type = actor
path = characters_voice\scenario\pripyat\pri_a20_colonel_give_next_task_1
shuffle = seq
idle = 0,0,100

[pri_a20_colonel_give_next_task_1_sentry_task]
type = actor
path = characters_voice\scenario\pripyat\pri_a20_colonel_give_next_task_1_a21_sentry_task
shuffle = seq
idle = 0,0,100

[pri_a20_actor_about_next_task]
type = actor
path = characters_voice\scenario\pripyat\pri_a20_actor_about_next_task
shuffle = seq
idle = 0,0,100

[pri_a20_colonel_send_reinforcement]
type = actor
path = characters_voice\scenario\pripyat\pri_a20_colonel_send_reinforcement
shuffle = seq
idle = 0,0,100

[pri_a20_colonel_send_reinforcement_a21_about_sentry]
type = actor
path = characters_voice\scenario\pripyat\pri_a20_colonel_send_reinforcement_a21_about_sentry
shuffle = seq
idle = 0,0,100

[pri_a18_vano_hello]
type = npc
path = scenario\pripyat\pri_a18_vano_hello
shuffle = seq
idle = 0,0,100

[pri_a18_vano_fight]
type = npc
path = scenario\pripyat\pri_a18_vano_fight
shuffle = seq
idle = 0,0,100

[pri_a18_kovalskiy_guard]
type = actor
path = characters_voice\scenario\pripyat\pri_a18_kovalskiy_guard
shuffle = seq
idle = 0,0,100

[pri_a18_kovalskiy_squad]
type = actor
path = characters_voice\scenario\pripyat\pri_a18_kovalskiy_squad
shuffle = seq
idle = 0,0,100

[pri_a18_sokolov_hello]
type = npc
path = scenario\pripyat\pri_a18_sokolov_hello
shuffle = seq
idle = 0,0,100

[pri_a18_shelly_hello]
type = npc
path = scenario\pripyat\pri_a18_shelly_hello
shuffle = seq
idle = 0,0,100

[pri_a18_sokolov_on_place]
type = npc
path = scenario\pripyat\pri_a18_sokolov_on_place
shuffle = seq
idle = 0,0,100

[pri_a18_sokolov_fight]
type = npc
path = scenario\pripyat\pri_a18_sokolov_fight
shuffle = seq
idle = 0,0,100

[pri_a18_actor_report]
type = actor
path = characters_voice\scenario\pripyat\pri_a18_actor_report
shuffle = seq
idle = 0,0,100

[pri_a18_monolith_pray]
type = npc
path = scenario\pripyat\pri_a18_monolith_pray_
shuffle = rnd
idle = 3,5,100

[pri_a21_colonel_give_sentry_task]
type = actor
path = characters_voice\scenario\pripyat\pri_a21_colonel_give_sentry_task
shuffle = seq
idle = 0,0,100

[pri_a21_colonel_base_about_sentry]
type = actor
path = characters_voice\scenario\pripyat\pri_a21_colonel_base_about_sentry
shuffle = seq
idle = 0,0,100

[pri_a21_colonel_lets_talk]
type = npc
path = scenario\pripyat\pri_a21_colonel_lets_talk
shuffle = seq
idle = 0,0,100

[pri_a21_actor_to_base_find_and_terminate_controller]
type = actor
path = characters_voice\scenario\pripyat\pri_a21_actor_to_base_find_and_terminate_controller
shuffle = seq
idle = 0,0,100

[pri_a21_actor_to_base_find_controller]
type = actor
path = characters_voice\scenario\pripyat\pri_a21_actor_to_base_find_controller
shuffle = seq
idle = 0,0,100

[pri_a21_base_to_actor_find_and_terminate_controller]
type = actor
path = characters_voice\scenario\pripyat\pri_a21_base_to_actor_find_and_terminate_controller
shuffle = seq
idle = 0,0,100

[pri_a21_base_to_actor_terminate_controller]
type = actor
path = characters_voice\scenario\pripyat\pri_a21_base_to_actor_terminate_controller
shuffle = seq
idle = 0,0,100

[pri_a21_actor_to_base_terminate_controller]
type = actor
path = characters_voice\scenario\pripyat\pri_a21_actor_to_base_terminate_controller
shuffle = seq
idle = 0,0,100

[pri_a21_sentr_crazy_1]
type = npc
path = scenario\pripyat\pri_a21_sentr_crazy_1
shuffle = rnd
idle = 5,12,100

[pri_a21_sentr_crazy_2]
type = npc
path = scenario\pripyat\pri_a21_sentr_crazy_2
shuffle = seq
idle = 0,0,100

[pri_a25_freezer_knock]
type = 3d
path = ambient\pripyat\pri_a25_freezer_knock
shuffle = rnd
idle = 0,1,100

[pri_a25_blow_up_door_peep]
type = 3d
path = ambient\pripyat\pri_a25_blow_up_door_peep
shuffle = seq
idle = 0,0,100

[pri_a25_actor_all_doors_locked]
type = actor
path = characters_voice\scenario\pripyat\pri_a25_actor_all_doors_locked
shuffle = seq
idle = 0,0,100

[pri_a25_kovalski_take_explosive]
type = actor
path = characters_voice\scenario\pripyat\pri_a25_kovalski_take_explosive
shuffle = seq
idle = 0,0,100

[pri_b306_elevator_door_use]
type = 3d
path = ambient\pripyat\pri_b306_elevator_door_use
shuffle = rnd
idle = 1,1,100

[pri_b306_generator_start]
type = 3d
path = ambient\pripyat\pri_b306_generator_start
shuffle = seq
idle = 0,0,100

[pri_b306_generator_work]
type = looped
path = ambient\pripyat\pri_b306_generator_work


[pri_a15_army_hide_weapon]
type = npc
path = scenario\pripyat\pri_a15_army_hide_weapon
shuffle = seq
idle = 0,0,100
delay_sound = 400
play_always = true

[pri_a15_sokolov_introduce]
type = npc
path = scenario\pripyat\pri_a15_sokolov_introduce
shuffle = seq
idle = 0,0,100
delay_sound = 1000 ;����� �������� ����������� ����� � ��.
play_always = true

[pri_a15_actor_need_talk_with_commander]
type = npc
path = scenario\pripyat\pri_a15_actor_need_talk_with_commander
shuffle = seq
idle = 0,0,100
delay_sound = 1300
play_always = true

[pri_a15_sokolov_wonder]
type = npc
path = scenario\pripyat\pri_a15_sokolov_wonder
shuffle = seq
idle = 0,0,100
delay_sound = 500
play_always = true

[pri_a15_army_who_a_you]
type = npc
path = scenario\pripyat\pri_a15_army_who_a_you
shuffle = seq
idle = 0,0,100
delay_sound = 1500
play_always = true

[pri_a15_actor_introduce]
type = npc
path = scenario\pripyat\pri_a15_actor_introduce
shuffle = seq
idle = 0,0,100
delay_sound = 850
play_always = true

[pri_a15_actor_introduce_squad]
type = npc
path = scenario\pripyat\pri_a15_actor_introduce_squad
shuffle = seq
idle = 0,0,100
delay_sound = 300
play_always = true

[pri_a15_zulus_wonder]
type = npc
path = scenario\pripyat\pri_a15_zulus_wonder
shuffle = seq
idle = 0,0,100
delay_sound = 1000
play_always = true

[pri_a15_sokolov_conjecture]
type = npc
path = scenario\pripyat\pri_a15_sokolov_conjecture
shuffle = seq
idle = 0,0,100
delay_sound = 400
play_always = true

[pri_a15_army_joke]
type = npc
path = scenario\pripyat\pri_a15_army_joke
shuffle = seq
idle = 0,0,100
delay_sound = 250
play_always = true

[pri_a15_vano_speech_one]
type = npc
path = scenario\pripyat\pri_a15_vano_speech_one
shuffle = seq
idle = 0,0,100
delay_sound = 1100
play_always = true

[pri_a15_army_go_with_me]
type = npc
path = scenario\pripyat\pri_a15_army_go_with_me
shuffle = seq
idle = 0,0,100
delay_sound = 700
play_always = true

[pri_a15_zulus_not_me]
type = npc
path = scenario\pripyat\pri_a15_zulus_not_me
shuffle = seq
idle = 0,0,100
delay_sound = 800
play_always = true

[pri_a15_zulus_no_business_with_army]
type = npc
path = scenario\pripyat\pri_a15_zulus_no_business_with_army
shuffle = seq
idle = 0,0,100
delay_sound = 1600
play_always = true

[pri_a15_zulus_go]
type = npc
path = scenario\pripyat\pri_a15_zulus_go
shuffle = seq
idle = 0,0,100
delay_sound = 1900
play_always = true

[pri_a15_army_stop]
type = npc
path = scenario\pripyat\pri_a15_army_stop
shuffle = seq
idle = 0,0,100
delay_sound = 3100
play_always = true

[pri_a15_actor_leave_him]
type = npc
path = scenario\pripyat\pri_a15_actor_leave_him
shuffle = seq
idle = 0,0,100
delay_sound = 600
play_always = true

[pri_a15_army_leave]
type = npc
path = scenario\pripyat\pri_a15_army_leave
shuffle = seq
idle = 0,0,100
delay_sound = 2950
play_always = true

[pri_a15_army_go]
type = npc
path = scenario\pripyat\pri_a15_army_go
shuffle = seq
idle = 0,0,100
delay_sound = 1000
play_always = true

[pri_a15_wanderer_about_actor]
type = npc
path = scenario\pripyat\prI_a15_wanderer_about_actor
shuffle = seq
idle = 0,0,100
delay_sound = 2500
play_always = true



[pri_b35_kovalski_calls_guide]
type = npc
path = scenario\pripyat\pri_b35_kovalski_calls_guide
shuffle = seq
idle = 0,0,100

[pri_b35_rendevous_started]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_b35_rendevous_started
shuffle = seq
idle = 0,0,100

[pri_b35_merc_leader_sighted]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_b35_merc_leader_sighted
shuffle = seq
idle = 0,0,100

[pri_b35_envoy_sighted]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_b35_envoy_sighted
shuffle = seq
idle = 0,0,100

[pri_b35_rendevous_in_process]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_b35_rendevous_in_process
shuffle = seq
idle = 0,0,100

[pri_b35_rendevous_done]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_b35_rendevous_done
shuffle = seq
idle = 0,0,100

[pri_b35_targets_lost_end]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_b35_targets_lost_end
shuffle = seq
idle = 0,0,100

[pri_b35_primary_target_down]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_b35_primary_target_down
shuffle = seq
idle = 0,0,100

[pri_b35_secondary_target_down]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_b35_secondary_target_down
shuffle = seq
idle = 0,0,100

[pri_b35_primary_target_lost_end]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_b35_primary_target_lost_end
shuffle = seq
idle = 0,0,100

[pri_b35_secondary_target_lost_end]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_b35_secondary_target_lost_end
shuffle = seq
idle = 0,0,100

[pri_b35_both_done_end]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_b35_both_done_end
shuffle = seq
idle = 0,0,100

[pri_b301_zulus_surrounded]
type = npc
path = scenario\pripyat\pri_b301_zulus_surrounded_
shuffle = rnd
idle = 10,15,100

[pri_b301_zulus_hello_in_combat]
type = npc
path = scenario\pripyat\pri_b301_zulus_hello_in_combat
shuffle = seq
idle = 3,5,100

[pri_b301_zulus_after_fight]
type = npc
path = scenario\pripyat\pri_b301_zulus_after_fight
shuffle = seq
idle = 3,5,100

;----------------<B 305>-----------------------------------
[pri_b305_kirilov_glad]
type = npc
path = scenario\pripyat\pri_b305_kirilov_glad
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_what_happen]
type = npc
path = scenario\pripyat\pri_b305_kirilov_what_happen
shuffle = seq
idle = 0,0,100

[pri_b305_medik_talk_later]
type = npc
path = scenario\pripyat\pri_b305_medik_talk_later
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_ok]
type = npc
path = scenario\pripyat\pri_b305_kirilov_ok
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_about_strelok_1]
type = npc
path = scenario\pripyat\pri_b305_kirilov_about_strelok_1
shuffle = seq
idle = 0,0,100

[pri_b305_actor_go]
type = npc
path = scenario\pripyat\pri_b305_actor_go
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_about_garik_vano]
type = npc
path = scenario\pripyat\pri_b305_kirilov_about_garik_vano
shuffle = seq
idle = 0,0,100

[pri_b305_actor_understand]
type = npc
path = scenario\pripyat\pri_b305_actor_understand
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_about_garik]
type = npc
path = scenario\pripyat\pri_b305_kirilov_about_garik
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_where_you_been]
type = npc
path = scenario\pripyat\pri_b305_kirilov_where_you_been
shuffle = seq
idle = 0,0,100

[pri_b305_medik_in_freezer]
type = npc
path = scenario\pripyat\pri_b305_medik_in_freezer
shuffle = seq
idle = 0,0,100

[pri_b305_army_what_freezer]
type = npc
path = scenario\pripyat\pri_b305_army_what_freezer
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_what_freezer]
type = npc
path = scenario\pripyat\pri_b305_kirilov_what_freezer
shuffle = seq
idle = 0,0,100

[pri_b305_medik_excuse]
type = npc
path = scenario\pripyat\pri_b305_medik_excuse
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_what_next]
type = npc
path = scenario\pripyat\pri_b305_kirilov_what_next
shuffle = seq
idle = 0,0,100

[pri_b305_medik_dont_know_what_say]
type = npc
path = scenario\pripyat\pri_b305_medik_dont_know_what_say
shuffle = seq
idle = 0,0,100

[pri_b305_kovalskiy_news]
type = npc
path = scenario\pripyat\pri_b305_kovalskiy_news
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_strange_signal]
type = npc
path = scenario\pripyat\pri_b305_kirilov_strange_signal
shuffle = seq
idle = 0,0,100

[pri_b305_kovalskiy_ask_coordinates]
type = npc
path = scenario\pripyat\pri_b305_kovalskiy_ask_coordinates
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_give_coordinates]
type = npc
path = scenario\pripyat\pri_b305_kirilov_give_coordinates
shuffle = seq
idle = 0,0,100

[pri_b305_kovalskiy_think_of_attack]
type = npc
path = scenario\pripyat\pri_b305_kovalskiy_think_of_attack
shuffle = seq
idle = 0,0,100

[pri_b305_actor_check_signal]
type = npc
path = scenario\pripyat\pri_b305_actor_check_signal
shuffle = seq
idle = 0,0,100
;-------------------------------------------------------
[pri_b305_kirilov_give_new_coordinates]
type = actor
path = characters_voice\scenario\pripyat\pri_b305_kirilov_give_new_coordinates
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_signal_lost]
type = actor
path = characters_voice\scenario\pripyat\pri_b305_kirilov_signal_lost
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_signal_next_to_actor]
type = actor
path = characters_voice\scenario\pripyat\pri_b305_kirilov_signal_next_to_actor
shuffle = seq
idle = 0,0,100

[pri_b305_actor_dont_see_anyone]
type = npc
path = scenario\pripyat\pri_b305_actor_dont_see_anyone
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_source_is_near]
type = actor
path = characters_voice\scenario\pripyat\pri_b305_kirilov_source_is_near
shuffle = seq
idle = 0,0,100

[pri_b305_actor_it_is_underground]
type = npc
path = scenario\pripyat\pri_b305_actor_it_is_underground
shuffle = seq
idle = 0,0,100
;--------------------------------------------------
[pri_b305_kovalskiy_attack_case_prepare]
type = actor
path = characters_voice\scenario\pripyat\pri_b305_kovalskiy_attack_case_prepare
shuffle = seq
idle = 0,0,100

[pri_b305_strelok_give_up]
type = actor
path = characters_voice\scenario\pripyat\pri_b305_strelok_give_up
shuffle = seq
idle = 0,0,100

[pri_b305_kovalskiy_who_are_you]
type = npc
path = scenario\pripyat\pri_b305_kovalskiy_who_are_you
shuffle = seq
idle = 0,0,100

[pri_b305_strelok_introduse]
type = npc
path = scenario\pripyat\pri_b305_strelok_introduse
shuffle = seq
idle = 0,0,100

[pri_b305_actor_ask_about_burning_antenn]
type = npc
path = scenario\pripyat\pri_b305_actor_ask_about_burning_antenn
shuffle = seq
idle = 0,0,100

[pri_b305_strelok_about_zone_destroying]
type = npc
path = scenario\pripyat\pri_b305_strelok_about_zone_destroying
shuffle = seq
idle = 0,0,100

[pri_b305_actor_emission_starts]
type = npc
path = scenario\pripyat\pri_b305_actor_emission_starts
shuffle = seq
idle = 0,0,100

[pri_b305_kovalskiy_talk_in_safe_place]
type = npc
path = scenario\pripyat\pri_b305_kovalskiy_talk_in_safe_place
shuffle = seq
idle = 0,0,100

[pri_b305_actor_we_have_problems]
type = npc
path = scenario\pripyat\pri_b305_actor_we_have_problems
shuffle = seq
idle = 0,0,100

[pri_b305_kovalskiy_about_deal]
type = npc
path = scenario\pripyat\pri_b305_kovalskiy_about_deal
shuffle = seq
idle = 0,0,100

[pri_b305_strelok_about_heli]
type = npc
path = scenario\pripyat\pri_b305_strelok_about_heli
shuffle = seq
idle = 0,0,100

[pri_b305_kovalskiy_about_anomaly_map]
type = npc
path = scenario\pripyat\pri_b305_kovalskiy_about_anomaly_map
shuffle = seq
idle = 0,0,100

[pri_b305_strelok_about_anomaly_randomize]
type = npc
path = scenario\pripyat\pri_b305_strelok_about_anomaly_randomize
shuffle = seq
idle = 0,0,100

[pri_b305_actor_wondered]
type = npc
path = scenario\pripyat\pri_b305_actor_wondered
shuffle = seq
idle = 0,0,100

[pri_b305_kovalskiy_wondered]
type = npc
path = scenario\pripyat\pri_b305_kovalskiy_wondered
shuffle = seq
idle = 0,0,100

[pri_b305_strelok_how_to_get_away]
type = npc
path = scenario\pripyat\pri_b305_strelok_how_to_get_away
shuffle = seq
idle = 0,0,100

[pri_b305_actor_need_center_to_know]
type = npc
path = scenario\pripyat\pri_b305_actor_need_center_to_know
shuffle = seq
idle = 0,0,100

[pri_b305_kovalskiy_let_center_know]
type = npc
path = scenario\pripyat\pri_b305_kovalskiy_let_center_know
shuffle = seq
idle = 0,0,100

[pri_b305_kovalskiy_order_kirilov]
type = npc
path = scenario\pripyat\pri_b305_kovalskiy_order_kirilov
shuffle = seq
idle = 0,0,100

[pri_b305_kirilov_order_agree]
type = npc
path = scenario\pripyat\pri_b305_kirilov_order_agree
shuffle = seq
idle = 0,0,100

[pri_a20_sokolov_with_garick_new_way_to_pripyat_1]
type = npc
path = scenario\pripyat\pri_a20_sokolov_with_garick_new_way_to_pripyat_1
shuffle = seq
idle = 0,0,100

[pri_a20_sokolov_with_garick_new_way_to_pripyat_2]
type = npc
path = scenario\pripyat\pri_a20_sokolov_with_garick_new_way_to_pripyat_2
shuffle = seq
idle = 0,0,100

[pri_a20_sokolov_with_garick_new_way_to_pripyat_3]
type = npc
path = scenario\pripyat\pri_a20_sokolov_with_garick_new_way_to_pripyat_3
shuffle = seq
idle = 0,0,100

[pri_a28_deimos_heartbeat]
type = looped
path = affects\heartbeat

[pri_a28_deimos_noise_sound]
type = looped
path = anomaly\psy_voices_1_r

[pri_a28_army_about_surge_1]
type = npc
path = scenario\pripyat\pri_a28_army_about_surge_1
shuffle = seq
idle = 0,0,100

[pri_a28_army_about_surge_2]
type = npc
path = scenario\pripyat\pri_a28_army_about_surge_2
shuffle = seq
idle = 0,0,100

[pri_a28_army_about_surge_3]
type = npc
path = scenario\pripyat\pri_a28_army_about_surge_3
shuffle = seq
idle = 0,0,100

[pri_a28_army_surge_talk_1_first]
type = npc
path = scenario\pripyat\pri_a28_army_surge_talk_1_first
shuffle = seq
idle = 0,0,100

[pri_a28_army_surge_talk_1_second]
type = npc
path = scenario\pripyat\pri_a28_army_surge_talk_1_second
shuffle = seq
idle = 0,0,100

[pri_a28_army_surge_talk_2_first]
type = npc
path = scenario\pripyat\pri_a28_army_surge_talk_2_first
shuffle = seq
idle = 0,0,100

[pri_a28_army_surge_talk_2_second]
type = npc
path = scenario\pripyat\pri_a28_army_surge_talk_2_second
shuffle = seq
idle = 0,0,100

[pri_a28_army_surge_talk_3_first]
type = npc
path = scenario\pripyat\pri_a28_army_surge_talk_3_first
shuffle = seq
idle = 0,0,100

[pri_a28_army_surge_talk_3_second]
type = npc
path = scenario\pripyat\pri_a28_army_surge_talk_3_second
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_after_surge]
type = npc
path = scenario\pripyat\pri_a28_colonel_after_surge
shuffle = seq
idle = 0,0,100

[pri_a28_signaller_after_surge_1]
type = npc
path = scenario\pripyat\pri_a28_signaller_after_surge_1
shuffle = seq
idle = 0,0,100

[pri_a28_signaller_after_surge_2]
type = npc
path = scenario\pripyat\pri_a28_signaller_after_surge_2
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_to_center_1]
type = npc
path = scenario\pripyat\pri_a28_colonel_to_center_1
shuffle = seq
idle = 0,0,100

[pri_a28_center_to_colonel_1]
type = 3d
path = characters_voice\scenario\pripyat\pri_a28_center_to_colonel_1
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_to_center_2]
type = npc
path = scenario\pripyat\pri_a28_colonel_to_center_2
shuffle = seq
idle = 0,0,100

[pri_a28_center_to_colonel_2]
type = 3d
path = characters_voice\scenario\pripyat\pri_a28_center_to_colonel_2
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_instructions]
type = npc
path = scenario\pripyat\pri_a28_colonel_instructions
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_actor_talk]
type = npc
path = scenario\pripyat\pri_a28_colonel_actor_talk
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_cannot_wait]
type = npc
path = scenario\pripyat\pri_a28_colonel_cannot_wait
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_evacuation]
type = npc
path = scenario\pripyat\pri_a28_colonel_evacuation
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_about_heli]
type = npc
path = scenario\pripyat\pri_a28_colonel_about_heli
shuffle = seq
idle = 0,0,100

[pri_a28_army_zombied_first]
type = npc
path = scenario\pripyat\pri_a28_army_zombied_first
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_zombied_first]
type = npc
path = scenario\pripyat\pri_a28_colonel_zombied_first
shuffle = seq
idle = 0,0,100

[pri_a28_army_zombied_in_building]
type = npc
path = scenario\pripyat\pri_a28_army_zombied_in_building
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_go_left]
type = npc
path = scenario\pripyat\pri_a28_colonel_go_left
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_zombied_attack]
type = npc
path = scenario\pripyat\pri_a28_colonel_zombied_attack
shuffle = seq
idle = 0,0,100

[pri_a28_evac_com_where_you]
type = 3d
path = characters_voice\scenario\pripyat\pri_a28_evac_com_where_you
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_we_close]
type = npc
path = scenario\pripyat\pri_a28_colonel_we_close
shuffle = seq
idle = 0,0,100

[pri_a28_evac_com_cant_wait]
type = 3d
path = characters_voice\scenario\pripyat\pri_a28_evac_com_cant_wait
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_will_time]
type = npc
path = scenario\pripyat\pri_a28_colonel_will_time
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_ready_to_go]
type = npc
path = scenario\pripyat\pri_a28_colonel_ready_to_go
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_clear_the_deck]
type = npc
path = scenario\pripyat\pri_a28_colonel_clear_the_deck
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_fire_will]
type = npc
path = scenario\pripyat\pri_a28_colonel_fire_will
shuffle = seq
idle = 0,0,100

[pri_a28_army_what_is_that]
type = npc
path = scenario\pripyat\pri_a28_army_what_is_that
shuffle = seq
idle = 0,0,100

[pri_a28_strelok_dont_stop]
type = npc
path = scenario\pripyat\pri_a28_strelok_dont_stop
shuffle = seq
idle = 0,0,100

[pri_a28_army_its_here]
type = npc
path = scenario\pripyat\pri_a28_army_its_here
shuffle = seq
idle = 0,0,100

[pri_a28_strelok_run]
type = npc
path = scenario\pripyat\pri_a28_strelok_run
shuffle = seq
idle = 0,0,100

[pri_a28_army_confusion]
type = npc
path = scenario\pripyat\pri_a28_army_confusion
shuffle = seq
idle = 0,0,100

[pri_b303_dog_screaming]
type = 3d
path = monsters\Dog\bdog_hurt_0
shuffle = seq
idle = 0,0,100

[pri_a28_evac_com_to_helicopter]
type = npc
path = scenario\pripyat\pri_a28_evac_com_to_helicopter
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_close_by]
type = npc
path = scenario\pripyat\pri_a28_colonel_close_by
shuffle = seq
idle = 0,0,100

[pri_a28_actor_to_strelok]
type = npc
path = scenario\pripyat\pri_a28_actor_to_strelok
shuffle = seq
idle = 0,0,100

[pri_a28_evac_com_ready]
type = npc
path = scenario\pripyat\pri_a28_evac_com_ready
shuffle = seq
idle = 0,0,100

[pri_a28_continuation]
type = actor
path = characters_voice\scenario\pripyat\pri_a28_continuation
shuffle = seq
idle = 0,0,100

[pri_a28_evac_com_helicopter_run_time]
type = actor
path = characters_voice\scenario\pripyat\pri_a28_evac_com_helicopter_run_time
shuffle = seq
idle = 0,0,100

[pri_a28_army_about_evacuation_1]
type = npc
path = scenario\pripyat\pri_a28_army_about_evacuation_1
shuffle = seq
idle = 0,0,100

[pri_a28_army_about_evacuation_2]
type = npc
path = scenario\pripyat\pri_a28_army_about_evacuation_2
shuffle = seq
idle = 0,0,100

[pri_a28_army_about_evacuation_3]
type = npc
path = scenario\pripyat\pri_a28_army_about_evacuation_3
shuffle = seq
idle = 0,0,100

[pri_a28_evac_com_scene_end_when_strelok_dead]
type = npc
path = scenario\pripyat\pri_a28_evac_com_scene_end_when_strelok_dead
shuffle = seq
idle = 0,0,100

[pri_a28_strelok_go_over_anomaly]
type = npc
path = scenario\pripyat\pri_a28_strelok_go_over_anomaly
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_ok_go_here]
type = npc
path = scenario\pripyat\pri_a28_colonel_ok_go_here
shuffle = seq
idle = 0,0,100

[pri_a28_center_to_colonel_3]
type = 3d
path = characters_voice\scenario\pripyat\pri_a28_center_to_colonel_3
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_to_center_3]
type = npc
path = scenario\pripyat\pri_a28_colonel_to_center_3
shuffle = seq
idle = 0,0,100

[pri_a28_ssu_to_actor_1]
type = 3d
path = characters_voice\scenario\pripyat\pri_a28_ssu_to_actor_1
shuffle = seq
idle = 0,0,100

[pri_a28_actor_to_ssu_1]
type = npc
path = scenario\pripyat\pri_a28_actor_to_ssu_1
shuffle = seq
idle = 0,0,100

[pri_a28_ssu_to_actor_2]
type = 3d
path = characters_voice\scenario\pripyat\pri_a28_ssu_to_actor_2
shuffle = seq
idle = 0,0,100

[pri_a28_actor_to_ssu_2]
type = npc
path = scenario\pripyat\pri_a28_actor_to_ssu_2
shuffle = seq
idle = 0,0,100

[pri_a28_ssu_to_actor_3]
type = 3d
path = characters_voice\scenario\pripyat\pri_a28_ssu_to_actor_3
shuffle = seq
idle = 0,0,100

[pri_a28_actor_to_ssu_with_heli_info]
type = npc
path = scenario\pripyat\pri_a28_actor_to_ssu_with_heli_info
shuffle = seq
idle = 0,0,100

[pri_a28_actor_to_ssu_without_heli_info]
type = npc
path = scenario\pripyat\pri_a28_actor_to_ssu_without_heli_info
shuffle = seq
idle = 0,0,100

[pri_a28_ssu_to_actor_5]
type = 3d
path = characters_voice\scenario\pripyat\pri_a28_ssu_to_actor_5
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_strelok_out]
type = npc
path = scenario\pripyat\pri_a28_colonel_strelok_out
shuffle = seq
idle = 0,0,100

[pri_a28_actor_scene_end_when_strelok_dead]
type = npc
path = scenario\pripyat\pri_a28_actor_scene_end_when_strelok_dead
shuffle = seq
idle = 0,0,100

[pri_a28_actor_scene_end]
type = npc
path = scenario\pripyat\pri_a28_actor_scene_end
shuffle = seq
idle = 0,0,100

[pri_a20_actor_no_data]
type = actor
path = characters_voice\scenario\pripyat\pri_a20_actor_no_data
shuffle = seq
idle = 0,0,100

[pri_a20_colonel_about_sentry]
type = actor
path = characters_voice\scenario\pripyat\pri_a20_colonel_about_sentry
shuffle = seq
idle = 0,0,100

[pri_a20_colonel_task_done]
type = actor
path = characters_voice\scenario\pripyat\pri_a20_colonel_task_done
shuffle = seq
idle = 0,0,100


[pri_a16_base_megaphone]
type = 3d
path = characters_voice\scenario\pripyat\pri_a16_base_megaphone_
shuffle = rnd
idle = 10,15,100

[pri_a16_base_alarm]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_a16_base_alarm
shuffle = rnd
play_always = true
idle = 1,1,100

[pri_a16_base_relax]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_a16_base_relax
shuffle = rnd
play_always = true
idle = 1,1,100

[pri_a28_colonel_see_helicopter]
type = npc
path = scenario\pripyat\pri_a28_colonel_see_helicopter
shuffle = seq
idle = 0,0,100

[pri_a28_medic_about_snork]
type = npc
path = scenario\pripyat\pri_a28_medic_about_snork
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_about_snork]
type = npc
path = scenario\pripyat\pri_a28_colonel_about_snork
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_wait_actor]
type = npc
path = scenario\pripyat\pri_a28_colonel_wait_actor
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_wait_actor_long]
type = npc
path = scenario\pripyat\pri_a28_colonel_wait_actor_long
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_wait_actor_go]
type = npc
path = scenario\pripyat\pri_a28_colonel_wait_actor_go
shuffle = seq
idle = 0,0,100

[pri_a28_colonel_wait_actor_return]
type = npc
path = scenario\pripyat\pri_a28_colonel_wait_actor_return
shuffle = seq
idle = 0,0,100

[pri_a28_evac_come_close]
type = npc
path = scenario\pripyat\pri_a28_evac_come_close
shuffle = seq
idle = 0,0,100


[pri_a17_kovalsky_surge_phase_1]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_a17_kovalsky_surge_phase_1
shuffle = rnd
idle = 3,5,100

[pri_a17_kovalsky_surge_phase_2]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_a17_kovalsky_surge_phase_2
shuffle = rnd
idle = 3,5,100

[pri_a17_kovalsky_after_surge]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_a17_kovalsky_after_surge
shuffle = rnd
idle = 3,5,100

[labx8_crying]
type = looped
;npc_prefix = false
path = ambient\labx8\labx8_crying 